Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 110.1
edited by Ketraar
on 2023/11/29 19:10
on 2023/11/29 19:10
Change comment:
There is no comment for this version
To version 147.1
edited by Matthias Haan
on 2026/02/20 11:22
on 2026/02/20 11:22
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 0 added, 1 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Ketraar1 +xwiki:XWiki.Matthias - Content
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... ... @@ -20,26 +20,124 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 -=== 7.00 ===23 +=== Version 9.00 === 24 24 25 -(% class="wrapped" %) 26 -|=((( 27 -Type 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>** 27 +|(% colspan="6" style="width:117px" %)Removed for performance reasons 28 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Added **overheatcooldelay** property to **<heat>** of weapons, changed functionality of **cooldelay** 29 +|(% colspan="6" style="width:117px" %)**cooldelay** now optionally defines a delay between firing a non-overheating shot and the cooldown starting, **overheatcooldelay** is an additional penalty delay when the weapon overheats. 30 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed script action **<get_highest_resource_yield>** 31 +|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**. 32 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>** 33 +|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead. 34 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>** 35 +|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node. 36 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes 37 +|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**. 38 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure 39 +|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 40 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 41 +|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00. 42 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>** 43 +|(% colspan="6" style="width:117px" %)((( 44 +The flags attribute is no longer available in the MD action <add_blueprints> 28 28 ))) 29 -|(% colspan="1" %)(% colspan="1" %) 46 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 47 +|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead. 48 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 49 +|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 50 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>** 51 +|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead. 52 + 53 +=== Version 8.00 === 54 + 55 +(% class="table-striped" %) 56 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 57 +|(% colspan="6" style="width:117px" %)((( 58 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 59 +))) 60 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 61 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 62 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 63 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 64 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 65 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 66 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 67 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 68 + 69 +=== Version 7.50 === 70 + 71 +(% class="table-striped" %) 72 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 73 +|(% colspan="4" style="width:117px" %)((( 74 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 75 +))) 76 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 77 +|(% colspan="7" style="width:117px" %)((( 78 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 79 +))) 80 + 81 +=== Version 7.00 === 82 + 83 + 84 +(% class="table-striped" %) 85 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 86 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 87 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 88 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 89 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 90 +|(% colspan="4" style="width:117px" %)((( 91 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 92 +))) 93 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 94 +|(% colspan="4" style="width:117px" %)((( 95 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 96 +))) 97 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 98 +|(% colspan="4" style="width:117px" %)((( 99 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 100 +))) 101 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 30 30 ((( 103 +Scripts 104 +)))|(% colspan="1" style="width:119px" %)((( 105 +7.00 Beta 1 106 +)))|(% colspan="2" style="width:1625px" %)((( 107 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 108 +))) 109 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 110 +((( 111 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 112 +))) 113 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 114 +((( 31 31 UI extensions 116 +)))|(% colspan="1" style="width:119px" %)((( 117 +7.00 Beta 1 118 +)))|(% colspan="2" style="width:1625px" %)((( 119 +**FFI**: RemoveBuildPlot() changed 32 32 ))) 33 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)121 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 34 34 ((( 35 - //The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.//123 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 36 36 ))) 125 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 126 +((( 127 +Assets 128 +)))|(% colspan="1" style="width:119px" %)((( 129 +7.00 Beta 1 130 +)))|(% colspan="2" style="width:1625px" %)((( 131 +**Some Split DLC materials moved to base game** 132 +))) 133 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 134 +((( 135 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 136 +))) 37 37 38 - ----138 +=== Version 6.00 === 39 39 40 -=== 6.00 === 41 - 42 -(% class="wrapped" %) 140 +(% class="table-striped" %) 43 43 |((( 44 44 Libraries 45 45 )))|((( ... ... @@ -47,11 +47,11 @@ 47 47 )))|(% colspan="2" %)((( 48 48 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 49 49 ))) 50 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)148 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 51 51 ((( 52 - //Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.//150 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 53 53 54 - //All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//152 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 55 55 ))) 56 56 |(% colspan="1" %)(% colspan="1" %) 57 57 ((( ... ... @@ -63,11 +63,11 @@ 63 63 ((( 64 64 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 65 65 ))) 66 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)164 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 67 67 ((( 68 - //The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger.//166 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 69 69 70 - //Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//168 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 71 71 ))) 72 72 |(% colspan="1" %)(% colspan="1" %) 73 73 ((( ... ... @@ -79,13 +79,13 @@ 79 79 ((( 80 80 Changed result of **<find_object_surface>** action in the case of a failure 81 81 ))) 82 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)180 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 83 83 ((( 84 - //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//182 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 85 85 86 - //Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//184 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 87 87 88 - //The action itself has been improved to increase the chance of finding suitable surface positions.//186 +The action itself has been improved to increase the chance of finding suitable surface positions. 89 89 ))) 90 90 |(% colspan="1" %)(% colspan="1" %) 91 91 ((( ... ... @@ -97,10 +97,10 @@ 97 97 ((( 98 98 Behaviour change for **<match_dock>** script component filter 99 99 ))) 100 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)198 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 101 101 ((( 102 - //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.103 -This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. //200 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 201 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 104 104 ))) 105 105 |(% colspan="1" %)(% colspan="1" %) 106 106 ((( ... ... @@ -112,9 +112,9 @@ 112 112 ((( 113 113 Changed result attribute location for **<get_attackstrength>** 114 114 ))) 115 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)213 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 116 116 ((( 117 - //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//215 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 118 118 ))) 119 119 |((( 120 120 Assets ... ... @@ -123,10 +123,10 @@ 123 123 )))|(% colspan="2" %)((( 124 124 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 125 125 ))) 126 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)224 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 127 127 ((( 128 - //Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.129 -Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. //226 +Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 227 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 130 130 ))) 131 131 |(% colspan="1" %)(% colspan="1" %) 132 132 ((( ... ... @@ -138,9 +138,9 @@ 138 138 ((( 139 139 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 140 140 ))) 141 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)239 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 142 142 ((( 143 - //When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//241 +When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 144 144 ))) 145 145 |((( 146 146 Scripts ... ... @@ -149,9 +149,9 @@ 149 149 )))|(% colspan="2" %)((( 150 150 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 151 151 ))) 152 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)250 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 153 153 ((( 154 - //The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//252 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 155 155 ))) 156 156 |((( 157 157 Cutscenes ... ... @@ -160,16 +160,16 @@ 160 160 )))|(% colspan="2" %)((( 161 161 Changed behaviour of **<angles>** in cutscenes 162 162 ))) 163 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)261 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 164 164 ((( 165 - //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//263 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 166 166 ))) 167 167 168 168 ---- 169 169 170 -=== 5.00 === 268 +=== Version 5.00 === 171 171 172 -(% class=" wrapped" %)270 +(% class="table-striped" %) 173 173 |((( 174 174 Parameters 175 175 )))|((( ... ... @@ -177,16 +177,16 @@ 177 177 )))|(% colspan="2" %)((( 178 178 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 179 179 ))) 180 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)278 +|(% colspan="7" %)(% colspan="3" %) 181 181 ((( 182 - //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//280 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 183 183 ))) 184 184 185 185 ---- 186 186 187 -=== 4.10 === 285 +=== Version 4.10 === 188 188 189 -(% class=" wrapped" %)287 +(% class="table-striped" %) 190 190 |(% colspan="1" %)(% colspan="1" %) 191 191 ((( 192 192 UI extensions ... ... @@ -197,9 +197,9 @@ 197 197 ((( 198 198 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 199 199 ))) 200 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)298 +|(% colspan="4" %)(% colspan="3" %) 201 201 ((( 202 - //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//300 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 203 203 ))) 204 204 |(% colspan="1" %)(% colspan="1" %) 205 205 ((( ... ... @@ -211,9 +211,9 @@ 211 211 ((( 212 212 **FFI**: CustomGameStartPlayerProperty2 changed 213 213 ))) 214 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)312 +|(% colspan="4" %)(% colspan="3" %) 215 215 ((( 216 - //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//314 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 217 217 ))) 218 218 |(% colspan="1" %)(% colspan="1" %) 219 219 ((( ... ... @@ -225,9 +225,9 @@ 225 225 ((( 226 226 Renamed **<stationinfobox>** to **<infobox>** 227 227 ))) 228 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)326 +|(% colspan="4" %)(% colspan="3" %) 229 229 ((( 230 - //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//328 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 231 231 ))) 232 232 |(% colspan="1" %)(% colspan="1" %) 233 233 ((( ... ... @@ -239,9 +239,9 @@ 239 239 ((( 240 240 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 241 241 ))) 242 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)340 +|(% colspan="4" %)(% colspan="3" %) 243 243 ((( 244 - //The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//342 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 245 245 ))) 246 246 |((( 247 247 UI extensions ... ... @@ -250,9 +250,9 @@ 250 250 )))|(% colspan="2" %)((( 251 251 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 252 252 ))) 253 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)351 +|(% colspan="4" %)(% colspan="3" %) 254 254 ((( 255 - //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//353 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 256 256 ))) 257 257 |((( 258 258 Scripts ... ... @@ -261,9 +261,9 @@ 261 261 )))|(% colspan="2" %)((( 262 262 People related attributes of mission** <delivery> **node moved 263 263 ))) 264 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)362 +|(% colspan="4" %)(% colspan="3" %) 265 265 ((( 266 - //The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//364 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 267 267 ))) 268 268 |(% colspan="1" %)(% colspan="1" %) 269 269 ((( ... ... @@ -275,9 +275,9 @@ 275 275 ((( 276 276 **$destructible.productions** replaced with $defensible.productions 277 277 ))) 278 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)376 +|(% colspan="4" %)(% colspan="3" %) 279 279 ((( 280 - //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//378 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 281 281 ))) 282 282 |((( 283 283 Scripts ... ... @@ -286,16 +286,16 @@ 286 286 )))|(% colspan="2" %)((( 287 287 Removed script property **$object.spawnsourceseed** 288 288 ))) 289 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)387 +|(% colspan="4" %)(% colspan="3" %) 290 290 ((( 291 - //The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//389 +The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 292 292 ))) 293 293 294 294 ---- 295 295 296 -=== 4.00 === 394 +=== Version 4.00 === 297 297 298 -(% class=" wrapped" %)396 +(% class="table-striped" %) 299 299 |(% colspan="1" %)(% colspan="1" %) 300 300 ((( 301 301 UI core ... ... @@ -306,10 +306,10 @@ 306 306 ((( 307 307 Controlled ship can change without a **gameplanchange-event** occurring. 308 308 ))) 309 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)407 +|(% colspan="4" %)(% colspan="3" %) 310 310 ((( 311 - //Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).312 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. //409 +Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 410 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 313 313 ))) 314 314 |((( 315 315 Scripts ... ... @@ -318,11 +318,11 @@ 318 318 )))|(% colspan="2" %)((( 319 319 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 320 320 ))) 321 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)419 +|(% colspan="4" %)(% colspan="3" %) 322 322 ((( 323 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?421 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 324 324 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 325 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency //423 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 326 326 ))) 327 327 |(% colspan="1" %)(% colspan="1" %) 328 328 ((( ... ... @@ -334,12 +334,12 @@ 334 334 ((( 335 335 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 336 336 ))) 337 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)435 +|(% colspan="4" %)(% colspan="3" %) 338 338 ((( 339 - //In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.340 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). //437 +In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 438 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). 341 341 342 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//440 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 343 343 ))) 344 344 |(% colspan="1" %)(% colspan="1" %) 345 345 ((( ... ... @@ -351,11 +351,11 @@ 351 351 ((( 352 352 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 353 353 ))) 354 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)452 +|(% colspan="4" %)(% colspan="3" %) 355 355 ((( 356 - //4.00 Beta 5////introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//454 +4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 357 357 358 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3()//function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).456 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 359 359 ))) 360 360 |((( 361 361 Parameters ... ... @@ -364,9 +364,9 @@ 364 364 )))|(% colspan="2" %)((( 365 365 **requiresconstructionvessel** parameter moved 366 366 ))) 367 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)465 +|(% colspan="4" %)(% colspan="3" %) 368 368 ((( 369 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//467 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 370 370 ))) 371 371 |((( 372 372 Scripts ... ... @@ -375,16 +375,16 @@ 375 375 )))|(% colspan="2" %)((( 376 376 Changed behaviour of **gatedistance** script property 377 377 ))) 378 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)476 +|(% colspan="4" %)(% colspan="3" %) 379 379 ((( 380 - //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//478 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 381 381 ))) 382 382 383 383 ---- 384 384 385 -=== 3.30 === 483 +=== Version 3.30 === 386 386 387 -(% class=" wrapped" %)485 +(% class="table-striped" %) 388 388 |((( 389 389 UI extensions 390 390 )))|((( ... ... @@ -392,16 +392,16 @@ 392 392 )))|(% colspan="2" %)((( 393 393 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 394 394 ))) 395 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)493 +|(% colspan="7" %)(% colspan="3" %) 396 396 ((( 397 - //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//495 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 398 398 ))) 399 399 400 400 ---- 401 401 402 -=== 3.20 === 500 +=== Version 3.20 === 403 403 404 -(% class=" wrapped" %)502 +(% class="table-striped" %) 405 405 |((( 406 406 Scripts 407 407 )))|((( ... ... @@ -409,11 +409,11 @@ 409 409 )))|(% colspan="2" %)((( 410 410 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 411 411 ))) 412 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)510 +|(% colspan="4" %)(% colspan="3" %) 413 413 ((( 414 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//415 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]416 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead //512 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 513 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 514 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 417 417 ))) 418 418 |(% colspan="1" %)(% colspan="1" %) 419 419 ((( ... ... @@ -425,9 +425,9 @@ 425 425 ((( 426 426 Removed script property $trade.**restriction.faction** 427 427 ))) 428 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)526 +|(% colspan="4" %)(% colspan="3" %) 429 429 ((( 430 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//528 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 431 431 ))) 432 432 |((( 433 433 UI extensions ... ... @@ -436,16 +436,16 @@ 436 436 )))|(% colspan="2" %)((( 437 437 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 438 438 ))) 439 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)537 +|(% colspan="4" %)(% colspan="3" %) 440 440 ((( 441 - //With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//539 +With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement. 442 442 ))) 443 443 444 444 ---- 445 445 446 -=== 3.10 === 544 +=== Version 3.10 === 447 447 448 -(% class=" wrapped" %)546 +(% class="table-striped" %) 449 449 |(% colspan="1" %)(% colspan="1" %) 450 450 ((( 451 451 Scripts ... ... @@ -456,16 +456,16 @@ 456 456 ((( 457 457 Removed script action **<add_build/>** 458 458 ))) 459 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)557 +|(% colspan="7" %)(% colspan="3" %) 460 460 ((( 461 - //Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//559 +Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions. 462 462 ))) 463 463 464 464 ---- 465 465 466 -=== 3.00 === 564 +=== Version 3.00 === 467 467 468 -(% class=" wrapped" %)566 +(% class="table-striped" %) 469 469 |(% colspan="1" %)(% colspan="1" %) 470 470 ((( 471 471 Scripts ... ... @@ -476,9 +476,9 @@ 476 476 ((( 477 477 Changed behaviour of script action **<get_suitable_job/>** 478 478 ))) 479 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)577 +|(% colspan="4" %)(% colspan="3" %) 480 480 ((( 481 - //<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//579 +<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before. 482 482 ))) 483 483 |(% colspan="1" %)(% colspan="1" %) 484 484 ((( ... ... @@ -490,9 +490,9 @@ 490 490 ((( 491 491 Changed behaviour of script action **<get_ware_definition/>** 492 492 ))) 493 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)591 +|(% colspan="4" %)(% colspan="3" %) 494 494 ((( 495 - //<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//593 +<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added. 496 496 ))) 497 497 |(% colspan="1" %)(% colspan="1" %) 498 498 ((( ... ... @@ -504,11 +504,11 @@ 504 504 ((( 505 505 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 506 506 ))) 507 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)605 +|(% colspan="4" %)(% colspan="3" %) 508 508 ((( 509 - //All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)607 +All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 510 510 511 - //Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//609 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 512 512 ))) 513 513 |(% colspan="1" %)(% colspan="1" %) 514 514 ((( ... ... @@ -520,9 +520,9 @@ 520 520 ((( 521 521 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 522 522 ))) 523 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)621 +|(% colspan="4" %)(% colspan="3" %) 524 524 ((( 525 - //Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//623 +Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning. 526 526 ))) 527 527 |(% colspan="1" %)(% colspan="1" %) 528 528 ((( ... ... @@ -534,10 +534,10 @@ 534 534 ((( 535 535 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 536 536 ))) 537 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)635 +|(% colspan="4" %)(% colspan="3" %) 538 538 ((( 539 - //Before the change, positions are relative to $dockingbay.parent.540 -After the change, positions are relative to $dockingbay as specified in the documentation. //637 +Before the change, positions are relative to $dockingbay.parent. 638 +After the change, positions are relative to $dockingbay as specified in the documentation. 541 541 ))) 542 542 |(% colspan="1" %)(% colspan="1" %) 543 543 ((( ... ... @@ -549,9 +549,9 @@ 549 549 ((( 550 550 Support for entity flag "**skillsvisible**" dropped 551 551 ))) 552 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)650 +|(% colspan="4" %)(% colspan="3" %) 553 553 ((( 554 - //Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//652 +Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData(). 555 555 ))) 556 556 |((( 557 557 Scripts ... ... @@ -560,9 +560,9 @@ 560 560 )))|(% colspan="2" %)((( 561 561 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 562 562 ))) 563 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)661 +|(% colspan="4" %)(% colspan="3" %) 564 564 ((( 565 - //Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.663 +Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 566 566 3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced. 567 567 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 568 568 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -577,9 +577,9 @@ 577 577 ((( 578 578 **MissionBoard** support dropped 579 579 ))) 580 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)678 +|(% colspan="4" %)(% colspan="3" %) 581 581 ((( 582 - //MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//680 +MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function. 583 583 ))) 584 584 |((( 585 585 Job/God ... ... @@ -588,9 +588,9 @@ 588 588 )))|(% colspan="2" %)((( 589 589 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 590 590 ))) 591 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)689 +|(% colspan="4" %)(% colspan="3" %) 592 592 ((( 593 - //To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//691 +To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria. 594 594 ))) 595 595 |(% colspan="1" %)(% colspan="1" %) 596 596 ((( ... ... @@ -602,9 +602,9 @@ 602 602 ((( 603 603 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 604 604 ))) 605 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)703 +|(% colspan="4" %)(% colspan="3" %) 606 606 ((( 607 - //Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//705 +Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided. 608 608 ))) 609 609 |(% colspan="1" %)(% colspan="1" %) 610 610 ((( ... ... @@ -616,9 +616,9 @@ 616 616 ((( 617 617 Script action **<set_doors_locked/>** attribute **'group'** changed 618 618 ))) 619 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)717 +|(% colspan="4" %)(% colspan="3" %) 620 620 ((( 621 - //The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//719 +The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 622 622 ))) 623 623 |(% colspan="1" %)(% colspan="1" %) 624 624 ((( ... ... @@ -630,9 +630,9 @@ 630 630 ((( 631 631 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 632 632 ))) 633 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)731 +|(% colspan="4" %)(% colspan="3" %) 634 634 ((( 635 - //These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//733 +These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 636 636 ))) 637 637 |(% colspan="1" %)(% colspan="1" %) 638 638 ((( ... ... @@ -644,9 +644,9 @@ 644 644 ((( 645 645 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 646 646 ))) 647 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)745 +|(% colspan="4" %)(% colspan="3" %) 648 648 ((( 649 - //These actions had no effect and were removed.//747 +These actions had no effect and were removed. 650 650 ))) 651 651 |(% colspan="1" %)(% colspan="1" %) 652 652 ((( ... ... @@ -658,9 +658,9 @@ 658 658 ((( 659 659 **<setup_conversation_minigame/>** script action removed 660 660 ))) 661 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)759 +|(% colspan="4" %)(% colspan="3" %) 662 662 ((( 663 - //The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//761 +The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 664 664 ))) 665 665 |(% colspan="1" %)(% colspan="1" %) 666 666 ((( ... ... @@ -672,9 +672,9 @@ 672 672 ((( 673 673 <add_player_choice_*> **confidence** attribute removed 674 674 ))) 675 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)773 +|(% colspan="4" %)(% colspan="3" %) 676 676 ((( 677 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//775 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 678 678 ))) 679 679 |(% colspan="1" %)(% colspan="1" %) 680 680 ((( ... ... @@ -686,9 +686,9 @@ 686 686 ((( 687 687 **<hack_via_control_panel/>** script action removed 688 688 ))) 689 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)787 +|(% colspan="4" %)(% colspan="3" %) 690 690 ((( 691 - //Unused script action <hack_via_control_panel/> was removed.//789 +Unused script action <hack_via_control_panel/> was removed. 692 692 ))) 693 693 |(% colspan="1" %)(% colspan="1" %) 694 694 ((( ... ... @@ -700,9 +700,9 @@ 700 700 ((( 701 701 **Lua: **GetMiniGameCursorPosition() removed 702 702 ))) 703 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)801 +|(% colspan="4" %)(% colspan="3" %) 704 704 ((( 705 - //GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//803 +GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 706 706 ))) 707 707 |((( 708 708 UI core ... ... @@ -711,9 +711,9 @@ 711 711 )))|(% colspan="2" %)((( 712 712 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 713 713 ))) 714 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)812 +|(% colspan="4" %)(% colspan="3" %) 715 715 ((( 716 - //In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//814 +In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 717 717 ))) 718 718 |(% colspan="1" %)(% colspan="1" %) 719 719 ((( ... ... @@ -725,9 +725,9 @@ 725 725 ((( 726 726 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 727 727 ))) 728 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)826 +|(% colspan="4" %)(% colspan="3" %) 729 729 ((( 730 - //In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//828 +In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 731 731 ))) 732 732 |(% colspan="1" %)(% colspan="1" %) 733 733 ((( ... ... @@ -739,10 +739,10 @@ 739 739 ((( 740 740 **$ware.illegal** updated 741 741 ))) 742 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)840 +|(% colspan="4" %)(% colspan="3" %) 743 743 ((( 744 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//745 - //It now returns true if $ware is illegal to any faction in the game.//842 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 843 +It now returns true if $ware is illegal to any faction in the game. 746 746 ))) 747 747 |(% colspan="1" %)(% colspan="1" %) 748 748 ((( ... ... @@ -754,9 +754,9 @@ 754 754 ((( 755 755 MD script **RML_Flight_Along_Path** removed 756 756 ))) 757 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)855 +|(% colspan="4" %)(% colspan="3" %) 758 758 ((( 759 - //The MD script RML_Flight_Along_Path was not referened and was removed.//857 +The MD script RML_Flight_Along_Path was not referened and was removed. 760 760 ))) 761 761 |(% colspan="1" %)(% colspan="1" %) 762 762 ((( ... ... @@ -768,10 +768,10 @@ 768 768 ((( 769 769 parameters of **<event_venture_mission_completed/>** changed 770 770 ))) 771 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)869 +|(% colspan="4" %)(% colspan="3" %) 772 772 ((( 773 - //old params: param = venture details, param2 = ships involved, param3 = duration//774 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//871 +old params: param = venture details, param2 = ships involved, param3 = duration 872 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 775 775 ))) 776 776 |((( 777 777 Scripts ... ... @@ -781,9 +781,9 @@ 781 781 **<set_object_wing_name/>** removed, 782 782 **<set_object_fleet_name/>** added 783 783 ))) 784 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)882 +|(% colspan="4" %)(% colspan="3" %) 785 785 ((( 786 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//884 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 787 787 ))) 788 788 |((( 789 789 Scripts ... ... @@ -793,7 +793,7 @@ 793 793 **$controllable.wing.*** removed, 794 794 **$controllable.fleet.*** added 795 795 ))) 796 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)894 +|(% colspan="4" %)(% colspan="3" %) 797 797 ((( 798 798 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 799 799 ))) ... ... @@ -800,9 +800,9 @@ 800 800 801 801 ---- 802 802 803 -=== 2.60 === 901 +=== Version 2.60 === 804 804 805 -(% class=" wrapped" %)903 +(% class="table-striped" %) 806 806 |((( 807 807 Scripts 808 808 )))|((( ... ... @@ -810,11 +810,11 @@ 810 810 )))|(% colspan="2" %)((( 811 811 '**checkoperational**' filter behaviour changed 812 812 ))) 813 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)911 +|(% colspan="10" %)(% colspan="3" %) 814 814 ((( 815 - //Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//913 +Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 816 816 817 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//915 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 818 818 ))) 819 819 |((( 820 820 Scripts ... ... @@ -823,16 +823,16 @@ 823 823 )))|(% colspan="2" %)((( 824 824 $container.**supplyresources** behavior changed 825 825 )))| | | 826 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)924 +|(% colspan="10" %)(% colspan="3" %) 827 827 ((( 828 - //The script keyword $container.supplyresources now includes reserved wares.//926 +The script keyword $container.supplyresources now includes reserved wares. 829 829 ))) 830 830 831 831 ---- 832 832 833 -=== 2.20 === 931 +=== Version 2.20 === 834 834 835 -(% class=" wrapped" %)933 +(% class="table-striped" %) 836 836 |(% colspan="1" %)(% colspan="1" %) 837 837 ((( 838 838 UI core ... ... @@ -843,12 +843,12 @@ 843 843 ((( 844 844 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 845 845 ))) 846 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)944 +|(% colspan="4" %)(% colspan="3" %) 847 847 ((( 848 - //2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.849 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. //946 +2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 947 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. 850 850 851 - //It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//949 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 852 852 ))) 853 853 |(% colspan="1" %)(% colspan="1" %) 854 854 ((( ... ... @@ -860,16 +860,16 @@ 860 860 ((( 861 861 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 862 862 ))) 863 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)961 +|(% colspan="4" %)(% colspan="3" %) 864 864 ((( 865 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//963 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 866 866 ))) 867 867 868 868 ---- 869 869 870 -=== 2.00 === 968 +=== Version 2.00 === 871 871 872 -(% class=" wrapped" %)970 +(% class="table-striped" %) 873 873 |(% colspan="1" %)(% colspan="1" %) 874 874 ((( 875 875 Scripts ... ... @@ -880,9 +880,9 @@ 880 880 ((( 881 881 **<event_build_finished/> **param2 now returns null instead of a construction sequence 882 882 ))) 883 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)981 +|(% colspan="4" %)(% colspan="3" %) 884 884 ((( 885 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//983 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 886 886 ))) 887 887 |(% colspan="1" %)(% colspan="1" %) 888 888 ((( ... ... @@ -894,9 +894,9 @@ 894 894 ((( 895 895 **param.boarding.{...}** strength parameters removed 896 896 ))) 897 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)995 +|(% colspan="4" %)(% colspan="3" %) 898 898 ((( 899 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//997 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 900 900 ))) 901 901 |(% colspan="1" %)(% colspan="1" %) 902 902 ((( ... ... @@ -908,9 +908,9 @@ 908 908 ((( 909 909 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 910 910 ))) 911 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1009 +|(% colspan="4" %)(% colspan="3" %) 912 912 ((( 913 - //Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//1011 +Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 914 914 ))) 915 915 |((( 916 916 UI extensions ... ... @@ -919,9 +919,9 @@ 919 919 )))|(% colspan="2" %)((( 920 920 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 921 921 ))) 922 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1020 +|(% colspan="4" %)(% colspan="3" %) 923 923 ((( 924 - //Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//1022 +Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 925 925 ))) 926 926 |((( 927 927 UI extensions ... ... @@ -930,10 +930,10 @@ 930 930 )))|(% colspan="2" %)((( 931 931 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 932 932 ))) 933 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1031 +|(% colspan="4" %)(% colspan="3" %) 934 934 ((( 935 - //Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//936 - //Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//1033 +Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case. 1034 +Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 937 937 ))) 938 938 |((( 939 939 Scripts ... ... @@ -942,9 +942,9 @@ 942 942 )))|(% colspan="2" %)((( 943 943 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 944 944 ))) 945 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1043 +|(% colspan="4" %)(% colspan="3" %) 946 946 ((( 947 - //This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.//1045 +This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 948 948 ))) 949 949 |((( 950 950 Scripts ... ... @@ -953,9 +953,9 @@ 953 953 )))|(% colspan="2" %)((( 954 954 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 955 955 ))) 956 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1054 +|(% colspan="4" %)(% colspan="3" %) 957 957 ((( 958 - //For prior behavior, check for event.param being non-null.//1056 +For prior behavior, check for event.param being non-null. 959 959 ))) 960 960 |((( 961 961 AI Scripts ... ... @@ -964,13 +964,13 @@ 964 964 )))|(% colspan="2" %)((( 965 965 **<shoot/>/<shoot_at/>** attribute changes. 966 966 ))) 967 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1065 +|(% colspan="4" %)(% colspan="3" %) 968 968 ((( 969 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//970 - //New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//971 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1067 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1068 +New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true. 1069 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 972 972 973 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1071 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 974 974 ))) 975 975 |((( 976 976 UI extensions ... ... @@ -979,9 +979,9 @@ 979 979 )))|(% colspan="2" %)((( 980 980 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 981 981 ))) 982 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1080 +|(% colspan="4" %)(% colspan="3" %) 983 983 ((( 984 - //Added possibility to query build tasks of a certain buildmodule.//1082 +Added possibility to query build tasks of a certain buildmodule. 985 985 ))) 986 986 |((( 987 987 UI extensions ... ... @@ -990,9 +990,9 @@ 990 990 )))|(% colspan="2" %)((( 991 991 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 992 992 ))) 993 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1091 +|(% colspan="4" %)(% colspan="3" %) 994 994 ((( 995 - //Added list of resources a buildmodule needs to build.//1093 +Added list of resources a buildmodule needs to build. 996 996 ))) 997 997 |((( 998 998 UI extensions ... ... @@ -1001,9 +1001,9 @@ 1001 1001 )))|(% colspan="2" %)((( 1002 1002 **Lua: CalculateTotalHullFraction() **was removed. 1003 1003 ))) 1004 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1102 +|(% colspan="4" %)(% colspan="3" %) 1005 1005 ((( 1006 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1104 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1007 1007 ))) 1008 1008 |((( 1009 1009 UI extensions ... ... @@ -1012,16 +1012,16 @@ 1012 1012 )))|(% colspan="2" %)((( 1013 1013 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1014 1014 ))) 1015 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1113 +|(% colspan="4" %)(% colspan="3" %) 1016 1016 ((( 1017 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1115 +Changed return value type to const char* to better identify failure reasons in Lua script. 1018 1018 ))) 1019 1019 1020 1020 ---- 1021 1021 1022 -=== 1.50 === 1120 +=== Version 1.50 === 1023 1023 1024 -(% class=" wrapped" %)1122 +(% class="table-striped" %) 1025 1025 |((( 1026 1026 UI extensions 1027 1027 )))|((( ... ... @@ -1029,9 +1029,9 @@ 1029 1029 )))|(% colspan="2" %)((( 1030 1030 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1031 1031 ))) 1032 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1130 +|(% colspan="4" %)(% colspan="3" %) 1033 1033 ((( 1034 - //The "docksizes" property no longer includes internal ship storage docks.//1132 +The "docksizes" property no longer includes internal ship storage docks. 1035 1035 ))) 1036 1036 |((( 1037 1037 All ... ... @@ -1040,13 +1040,13 @@ 1040 1040 )))|(% colspan="2" %)((( 1041 1041 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1042 1042 ))) 1043 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1141 +|(% colspan="4" %)(% colspan="3" %) 1044 1044 ((( 1045 - //Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//1143 +Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships". 1046 1046 1047 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1048 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1049 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1145 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1146 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1147 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1050 1050 ))) 1051 1051 |((( 1052 1052 UI extensions ... ... @@ -1055,9 +1055,9 @@ 1055 1055 )))|(% colspan="2" %)((( 1056 1056 **FFI: UpgradeGroupInfo **datatype was changed. 1057 1057 ))) 1058 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1156 +|(% colspan="4" %)(% colspan="3" %) 1059 1059 ((( 1060 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1158 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1061 1061 ))) 1062 1062 |(% colspan="1" %)(% colspan="1" %) 1063 1063 ((( ... ... @@ -1069,11 +1069,11 @@ 1069 1069 ((( 1070 1070 **FFI: SetGuidance()** removed useinfopoint argument. 1071 1071 ))) 1072 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1170 +|(% colspan="4" %)(% colspan="3" %) 1073 1073 ((( 1074 - //In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.//1172 +In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. 1075 1075 1076 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1174 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1077 1077 ))) 1078 1078 |((( 1079 1079 UI extensions ... ... @@ -1082,16 +1082,16 @@ 1082 1082 )))|(% colspan="2" %)((( 1083 1083 **FFI: CancelConstruction() **changed its return value. 1084 1084 ))) 1085 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1183 +|(% colspan="4" %)(% colspan="3" %) 1086 1086 ((( 1087 - //CancelConstruction() now returns if the cancellation was successful.//1185 +CancelConstruction() now returns if the cancellation was successful. 1088 1088 ))) 1089 1089 1090 1090 ---- 1091 1091 1092 -=== 1.32 === 1190 +=== Version 1.32 === 1093 1093 1094 -(% class=" wrapped" %)1192 +(% class="table-striped" %) 1095 1095 |((( 1096 1096 UI extensions 1097 1097 )))|((( ... ... @@ -1099,16 +1099,16 @@ 1099 1099 )))|(% colspan="2" %)((( 1100 1100 **Lua: GetComponentData() **removed the "nextdestname" property. 1101 1101 ))) 1102 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1200 +|(% colspan="4" %)(% colspan="3" %) 1103 1103 ((( 1104 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1202 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1105 1105 ))) 1106 1106 1107 1107 ---- 1108 1108 1109 -=== 1.20 === 1207 +=== Version 1.20 === 1110 1110 1111 -(% class=" wrapped" %)1209 +(% class="table-striped" %) 1112 1112 |((( 1113 1113 UI extensions 1114 1114 )))|((( ... ... @@ -1116,8 +1116,7 @@ 1116 1116 )))|(% colspan="2" %)((( 1117 1117 **FFI: GetAAOption()** got a new "useconfig" parameter. 1118 1118 ))) 1119 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1217 +|(% colspan="4" %)(% colspan="3" %) 1120 1120 ((( 1121 1121 //The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 1122 1122 ))) 1123 -
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